A Cross Case Analysis of Two Out-of-School Programs Based on Virtual Worlds
暂无分享,去创建一个
Crystle Martin | Constance Steinkuehler | Esra Alagoz | Elizabeth King | Elizabeth King | Constance Steinkuehler | Crystle Martin | Esra Alagoz | Esra Alagoz
[1] Lyn Richards,et al. Handling Qualitative Data: A Practical Guide , 2020 .
[2] N. Malcolm. Thought and Knowledge , 2020 .
[3] W. McComas. Benchmarks for Science Literacy , 2014 .
[4] David Gibson,et al. International Journal of Gaming and Computer-Mediated Simulations , 2012 .
[5] Jannicke Baalsrud Hauge,et al. Evaluation of Simulation Games for Teaching Production (Engineering) , 2011 .
[6] Constance Steinkuehler,et al. Collective Information Literacy in Massively Multiplayer Online Games , 2010 .
[7] Elizabeth King,et al. Soft Modding in Two Out-of-School Virtual Worlds-Based Programs , 2010 .
[8] Donald C. Adcock,et al. American Association of School Librarians (AASL) , 2010 .
[9] M. Evans. Using Commercial-Off-the-Shelf Video Games to Facilitate Habits of Mind: Spore™ in the Seventh Grade Life Science Classroom , 2010 .
[10] James Paul Gee,et al. “No Quitting without Saving after Bad Events”: Gaming Paradigms and Learning in The Sims , 2009 .
[11] Constance Steinkuehler,et al. Math as Narrative in WoW Forum Discussions , 2009 .
[12] J. Gee. New Digital Media and Learning as an Emerging Area and "Worked Examples" as One Way Forward , 2009 .
[13] Mia Consalvo,et al. There is No Magic Circle , 2009, Games Cult..
[14] Sasha A. Barab,et al. Transformational Play and Virtual Worlds: Worked Examples from The Quest Atlantis Project , 2009 .
[15] Aysegul Bakar Corez,et al. Identifying Protoform Practices: Leadership , 2009 .
[16] Laura Beals,et al. a developmental Lens for designing Virtual Worlds for Children and Youth , 2009 .
[17] Tim Jordan,et al. The Ecology of Games: Connecting Youth, Games and Learning , 2009 .
[18] Deborah A. Fields,et al. A connective ethnography of peer knowledge sharing and diffusion in a tween virtual world , 2009, Int. J. Comput. Support. Collab. Learn..
[19] Elizabeth King,et al. Not just a dollhouse: what The Sims2 can teach us about women's IT learning , 2009 .
[20] Constance Steinkuehler,et al. Digital literacies for the disengaged: creating after school contexts to support boys' game‐based literacy skills , 2009 .
[21] Deborah A. Fields,et al. Cheating in virtual worlds: transgressive designs for learning , 2009 .
[22] Tanner Higgin,et al. Blackless Fantasy , 2008, Games Cult..
[23] Punya Mishra,et al. Alien Games: Do Girls Prefer Games Designed by Girls? , 2009, Games Cult..
[24] Jill Casner-Lotto. The ill-prepared US workforce: exploring the challenges of employer-provided workforce readiness training , 2009 .
[25] Constance Steinkuehler,et al. Computational Literacy in Online Games: The Social Life of Mods , 2009, Int. J. Gaming Comput. Mediat. Simulations.
[26] Punya Mishra,et al. Alien Games , 2008 .
[27] Sean C. Duncan,et al. Scientific Habits of Mind in Virtual Worlds , 2008 .
[28] Kurt Squire,et al. Designing Centers of Expertise for Academic Learning Through Video Games , 2008 .
[29] Constance Steinkuehler,et al. Critical Ethical Reasoning and Role-Play , 2008, Games Cult..
[30] Elisabeth R. Hayes,et al. Making Computer Games and Design Thinking , 2008, Games Cult..
[31] K. Squire,et al. The Meaning of Race and Violence in Grand Theft Auto , 2008, Games Cult..
[32] Pasi Sahlberg,et al. Tough choices or tough times: The report on the new commission on the skills of the American workforce , 2008 .
[33] Kevin Crowley,et al. Learning in Context , 2008, Games Cult..
[34] Constance Steinkuehler,et al. Massively Multiplayer Online Games as an Educational Technology: An Outline for Research. , 2008 .
[35] K. Fernow. New York , 1896, American Potato Journal.
[36] K. Squire. Critical Education in an Interactive Age , 2008 .
[37] D. Boyd. Why Youth (Heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life , 2007 .
[38] Karsten Stegmann,et al. Facilitating argumentative knowledge construction with computer-supported collaboration scripts , 2007, Int. J. Comput. Support. Collab. Learn..
[39] E. Michael Nussbaum,et al. Putting the pieces together: Online argumentation vee diagrams enhance thinking during discussions , 2007, Int. J. Comput. Support. Collab. Learn..
[40] Hector Postigo,et al. Of Mods and Modders , 2007 .
[41] Jennifer Stromer-Galley,et al. The Digital Dollhouse , 2007, Games Cult..
[42] Baruch B. Schwarz,et al. Argumentation in a changing world , 2007, Int. J. Comput. Support. Collab. Learn..
[43] Constance Steinkuehler. Massively Multiplayer Online Gaming as a Constellation of Literacy Practices , 2007 .
[44] Brian C. Nelson,et al. Exploring embedded guidance and self-efficacy in educational multi-user virtual environments , 2007, Int. J. Comput. Support. Collab. Learn..
[45] Heather Kanuka,et al. Barriers to online critical discourse , 2007, Int. J. Comput. Support. Collab. Learn..
[46] D. Ketelhut. The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment , 2007 .
[47] Elisabeth Hayes,et al. Gendered Identities at Play , 2007, Games Cult..
[48] Y. Kafai,et al. Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases , 2006, Journal of science education and technology.
[49] Yasmin B. Kafai,et al. Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework , 2007 .
[50] Henry Jenkins. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century , 2006 .
[51] H. Lowood. Storyline, Dance/Music, or PvP? , 2006, Games Cult..
[52] R. Lerman. Financial Literacy Strategies: Where Do We Go from Here? , 2006 .
[53] Constance Steinkuehler,et al. The Mangle of Play , 2006, Games Cult..
[54] Barbara J. Guzzetti. Cybergirls: Negotiating Social Identities on Cybersites , 2006 .
[55] Robert J. Moore,et al. "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.
[56] D. Murphey,et al. The World Is Flat: A Brief History of the Twenty-First Century , 2006 .
[57] Marcus A. Winters,et al. Leaving Boys behind: Public High School Graduation Rates. Civic Report No. 48. , 2006 .
[58] Constance Steinkuehler. Massively Multiplayer Online Video Gaming as Participation in a Discourse , 2006 .
[59] Constance Steinkuehler,et al. Why Game (Culture) Studies Now? , 2006, Games Cult..
[60] J. Raessens. Playful Identities, or the Ludification of Culture , 2006, Games Cult..
[61] Jill Casner-Lotto,et al. Are They Really Ready to Work? Employers' Perspectives on the Basic Knowledge and Applied Skills of New Entrants to the 21st Century U.S. Workforce. , 2006 .
[62] Henry Jenkins. Fans, Bloggers, and Gamers: Exploring Participatory Culture , 2006 .
[63] Constance Steinkuehler,et al. Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" , 2006, DiGRA Conference.
[64] Mark Pearson,et al. Handling Qualitative Data: A Practical Guide , 2005 .
[65] Robert E. Stake,et al. Multiple Case Study Analysis , 2005 .
[66] C. Lewis,et al. Instant Messaging, Literacies, and Social Identities , 2005 .
[67] Baruch B. Schwarz,et al. The role of floor control and of ontology in argumentative activities with discussion-based tools , 2005, Int. J. Comput. Support. Collab. Learn..
[68] G. DeFriese,et al. The New York Times , 2020, Publishing for Libraries.
[69] Constance Steinkuehler. Cognition and learning in massively multiplayer online games: A critical approach , 2005 .
[70] S. Barab,et al. Eat Your Vegetables and Do Your Homework: A Design Based Investigation of Enjoyment and Meaning in Learning , 2005 .
[71] Michael K. Thomas,et al. Making learning fun: Quest Atlantis, a game without guns , 2005 .
[72] S. Erduran,et al. TAPping into argumentation: Developments in the application of Toulmin's Argument Pattern for studying science discourse , 2004 .
[73] Patricia A. Curtin. Pikachu's Global Adventure: The Rise and Fall of Pokemon , 2004 .
[74] John C. Beck,et al. Got Game: How the Gamer Generation Is Reshaping Business Forever , 2004 .
[75] Constance Steinkuehler,et al. Learning in Massively Multiplayer Online Games , 2004, ICLS.
[76] Brian C. Nelson,et al. Design-based research strategies for studying situated learning in a multi-user virtual environment , 2004 .
[77] K. Squire,et al. Design-Based Research: Putting a Stake in the Ground , 2004 .
[78] Julian Sefton-Green,et al. Initiation Rites: A Small Boy in a Poké-World , 2004 .
[79] Richard J. Feller. Connecting School Counseling to the Current Reality , 2003 .
[80] Mark Kuranz. Connecting School Counseling to the Current Reality , 2003 .
[81] Andrei Popescu-Belis,et al. What are discourse markers ? , 2003 .
[82] C. Chinn,et al. Epistemologically Authentic Inquiry in Schools: A Theoretical Framework for Evaluating Inquiry Tasks , 2002 .
[83] Carl Bereiter,et al. Education and Mind in the Knowledge Age , 2002 .
[84] G. Smart. The new work order: behind the language of the new capitalism , 2000 .
[85] Rob Gilbert,et al. Masculinity goes to school , 1998 .
[86] Pierre Lévy,et al. Collective Intelligence: Mankind's Emerging World in Cyberspace , 1997 .
[87] E. Aronson,et al. The Jigsaw Classroom: Building Cooperation in the Classroom , 1997 .
[88] Sarah Michaels,et al. Discourse, learning, and schooling: Shifting participant frameworks: orchestrating thinking practices in group discussion , 1996 .
[89] S. Michaels,et al. A pedagogy of Multiliteracies Designing Social Futures , 1996 .
[90] R. Stake. The art of case study research , 1995 .
[91] Thomas M. Duffy,et al. Problem Based Learning: An instructional model and its constructivist framework , 1995 .
[92] Glenn M. Parker. Cross Functional Teams: Working with Allies, Enemies, and Other Strangers , 1994 .
[93] Henry Jenkins. Textual Poachers: Television Fans & Participatory Culture , 1992 .
[94] J. Brown,et al. Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation , 1991 .
[95] M. Goodwin. He-Said-She-Said: Talk As Social Organization Among Black Children , 1993 .
[96] Martyn Hammersley,et al. Ethnography : Principles in Practice , 1983 .
[97] J. Bruner. The ontogenesis of speech acts , 1975, Journal of Child Language.